26/10/24

Projectile Attack

Welcome to the seventh entry. This week is about expanding on the combat system and finalising the design of the character’s combat.

The game as of now is in need of design direction, with me only working on the bare bones version of the game I still haven’t progressed in its unique selling point which is bad considering its almost two months into development. Therefore as I implement the projectile mechanic I want to take steps into defining the unique selling point and begin programming it as soon as possible. 

After sketching some ideas and working in Miro I came up with many unique weapons with different ways the player can handle them and upgrade them however there was no clear answer so I decided to pause for a few days and finalise a basic projectile. 

This projectile activates immediately when pressed no matter what the player is doing. Doing this made it so that the player could be more in control of his actions and minimise any animation locking scenarios. This adds to the player being able to make last second decisions just in case he makes a mistake. Making the game more forgiving.

The unique selling point is certainly an issue however I put together a list of ideas the game combat can revolve around and asked for suggestions. Next week I’ll be analysing opinions and seeing if they are possible to implement.

Knight Veil

β™ 

Knight Veil β™ 

02/11/24

Seven